mirror of
https://git.eden-emu.dev/eden-emu/eden.git
synced 2026-10-15 16:18:39 +00:00
-1
@@ -16,7 +16,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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RENDERER_USE_SPEED_LIMIT("use_speed_limit"),
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RENDERER_USE_SPEED_LIMIT("use_speed_limit"),
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USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"),
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USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"),
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SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"),
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SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"),
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NCE_INVALIDATION_GPU_READBACK("nce_invalidation_gpu_readback"),
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NCE_RUNTIME_NRO_PATCH("nce_runtime_nro_patch"),
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NCE_RUNTIME_NRO_PATCH("nce_runtime_nro_patch"),
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FIX_BLOOM_EFFECTS("fix_bloom_effects"),
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FIX_BLOOM_EFFECTS("fix_bloom_effects"),
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EMULATE_BGR565("emulate_bgr565"),
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EMULATE_BGR565("emulate_bgr565"),
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-7
@@ -859,13 +859,6 @@ abstract class SettingsItem(
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descriptionId = R.string.skip_cpu_inner_invalidation_description
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descriptionId = R.string.skip_cpu_inner_invalidation_description
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)
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)
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)
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)
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put(
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SwitchSetting(
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BooleanSetting.NCE_INVALIDATION_GPU_READBACK,
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titleId = R.string.nce_invalidation_gpu_readback,
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descriptionId = R.string.nce_invalidation_gpu_readback_description
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)
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)
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put(
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put(
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SwitchSetting(
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SwitchSetting(
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BooleanSetting.NCE_RUNTIME_NRO_PATCH,
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BooleanSetting.NCE_RUNTIME_NRO_PATCH,
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-1
@@ -554,7 +554,6 @@ class SettingsFragmentPresenter(
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add(HeaderSetting(R.string.hacks))
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add(HeaderSetting(R.string.hacks))
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add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key)
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add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key)
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add(BooleanSetting.NCE_INVALIDATION_GPU_READBACK.key)
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add(BooleanSetting.NCE_RUNTIME_NRO_PATCH.key)
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add(BooleanSetting.NCE_RUNTIME_NRO_PATCH.key)
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add(BooleanSetting.FIX_BLOOM_EFFECTS.key)
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add(BooleanSetting.FIX_BLOOM_EFFECTS.key)
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add(BooleanSetting.EMULATE_BGR565.key)
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add(BooleanSetting.EMULATE_BGR565.key)
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@@ -593,8 +593,6 @@
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<string name="fast_gpu_time_description">Makes the game believe GPU work finishes faster than it does, so it stops lowering resolution and render distance to fit the Switch\'s clocks.</string>
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<string name="fast_gpu_time_description">Makes the game believe GPU work finishes faster than it does, so it stops lowering resolution and render distance to fit the Switch\'s clocks.</string>
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<string name="skip_cpu_inner_invalidation">Skip CPU Inner Invalidation</string>
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<string name="skip_cpu_inner_invalidation">Skip CPU Inner Invalidation</string>
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<string name="skip_cpu_inner_invalidation_description">Skips certain CPU-side cache invalidations during memory updates, reducing CPU usage and improving it\'s performance. This may cause glitches or crashes on some games.</string>
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<string name="skip_cpu_inner_invalidation_description">Skips certain CPU-side cache invalidations during memory updates, reducing CPU usage and improving it\'s performance. This may cause glitches or crashes on some games.</string>
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<string name="nce_invalidation_gpu_readback">GPU Readback Before NCE Invalidation</string>
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<string name="nce_invalidation_gpu_readback_description">Temporary. Fix Ender Magnolia (and other UE titles) crashes. May reduce performance. Improvement in progress.</string>
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<string name="nce_runtime_nro_patch">Patch Runtime NROs for NCE</string>
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<string name="nce_runtime_nro_patch">Patch Runtime NROs for NCE</string>
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<string name="nce_runtime_nro_patch_description">Temporary. Fix Biomutant boot. May impact performance. Improvement in progress.</string>
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<string name="nce_runtime_nro_patch_description">Temporary. Fix Biomutant boot. May impact performance. Improvement in progress.</string>
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<string name="fix_bloom_effects">Fix Bloom Effects</string>
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<string name="fix_bloom_effects">Fix Bloom Effects</string>
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@@ -639,8 +639,6 @@ struct Values {
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Specialization::Default,
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Specialization::Default,
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true,
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true,
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true};
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true};
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SwitchableSetting<bool> nce_invalidation_gpu_readback{
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linkage, false, "nce_invalidation_gpu_readback", Category::RendererHacks};
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SwitchableSetting<bool> nce_runtime_nro_patch{
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SwitchableSetting<bool> nce_runtime_nro_patch{
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linkage, false, "nce_runtime_nro_patch", Category::RendererHacks};
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linkage, false, "nce_runtime_nro_patch", Category::RendererHacks};
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SwitchableSetting<bool> async_presentation{linkage,
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SwitchableSetting<bool> async_presentation{linkage,
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@@ -194,10 +194,6 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent) {
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INSERT(Settings, skip_cpu_inner_invalidation, tr("Skip CPU Inner Invalidation"),
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INSERT(Settings, skip_cpu_inner_invalidation, tr("Skip CPU Inner Invalidation"),
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tr("Skips certain cache invalidations during memory updates, reducing CPU usage and "
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tr("Skips certain cache invalidations during memory updates, reducing CPU usage and "
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"improving latency. This may cause soft-crashes."));
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"improving latency. This may cause soft-crashes."));
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INSERT(Settings, nce_invalidation_gpu_readback,
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tr("GPU Readback Before NCE Invalidation"),
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tr("Flushes GPU buffer data back to guest memory before NCE invalidates the whole "
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"guest page, preserving it while the CPU store proceeds."));
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INSERT(Settings, nce_runtime_nro_patch,
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INSERT(Settings, nce_runtime_nro_patch,
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tr("Patch Runtime NROs for NCE"),
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tr("Patch Runtime NROs for NCE"),
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tr("Applies NCE code patches to runtime-loaded NRO modules."
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tr("Applies NCE code patches to runtime-loaded NRO modules."
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